#Need help with multiple character stats.
1 messages · Page 1 of 1 (latest)
local module = {}
function module.Get()
local configs = {
["Character_Reference"] = {
Cooldown = 69;
Damage = 69;
Hitbox = {
Size = Vector3.new(69, 69, 69);
Offset = Vector3.new(69, 69, 69);
Time = 69;
};
};
["RMM_Devrim"] = {
Cooldown = 1;
Damage = 15;
Hitbox = {
Size = Vector3.new(6, 3, 9);
Offset = Vector3.new(0, 0, 3);
Time = 0.5;
};
};
["Bee_Soldier"] = {
Cooldown = 0.35;
Damage = 5;
Hitbox = {
Size = Vector3.new(4, 3, 8);
Offset = Vector3.new(0, 0, 4);
Time = 0.3;
};
};
["Dragonfly_Devrim"] = {
Cooldown = 1.75;
Damage = 20;
Hitbox = {
Size = Vector3.new(8.35, 7, 6.5);
Offset = Vector3.new(0, 0, 4);
Time = 0.8;
};
};
}
return configs
end
return module
firstly, ditch the whole .get() function and just return a table of that
And you could just add anoither dict in there for base character stats like that
you can just get the humanoid and apply walkspeed after that...
tbh
i have a hitbox system too
and its completely different
i think what you're doing is detecting if something hits the hitbox with the module and applying the rest on the script
actually wait
oh
you dont have getpartsinpart there
well it really depends on how you use ur script
but considering you were able to damage the hit then you could def change walkspeed